using UnityEngine;
using System.Collections;

public class PlatformerControllerJumping
{
    // Can the character jump?
    public bool enabled = true;

    // How high do we jump when pressing jump and letting go immediately
    public float height = 1.0F;
    // We add extraHeight units (meters) on top when holding the button down longer while jumping
    public float extraHeight = 4.1F;

    public float doubleJumpHeight = 2.1F;

    // This prevents inordinarily too quick jumping
    // The next line, @System.NonSerialized , tells Unity to not serialize the variable or show it in the inspector view.  Very handy for organization!
    public float repeatTime = 0.05F;


    public float timeout = 0.15F;

    public bool jumping = false;

    // Are where double jumping? ( Initiated when jumping or falling after pressing the jump button )
    public bool doubleJumping = false;

    // Can we make a double jump ( we can't make two double jump or more at the same jump )
    public bool canDoubleJump = false;

    public bool reachedApex = false;

    // Last time the jump button was clicked down
    public float lastButtonTime = -10.0F;

    // Last time we performed a jump
    public float lastTime = -1.0F;

    // the height we jumped from (Used to determine for how long to apply extra jump power after jumping.)
    public float lastStartHeight = 0.0F;


}